So we've taken to redesigning the whole game because in all honesty it was pretty damn generic. Below are some notes I took down from a meeting we had:
- No quest log.
- Lots of random 'missions'.
- PvP focus.
- PvP helps the war effort.
- Battles lost/won effect lore story.
- Public questing.
- Random events.
- Random invasions.
- Combine character and inventory.
- Players on an event's map will be alerted (event added to their log)
- Players on other maps will recieve a global message.
- A player's faction is there chosen town (chosen at level 10 with their lore path and 'class')
- Depending on the amount of members the faction will get some sort of extra support (e.g. more guards in cities, boss to help)
- No quest log.
- Lots of random 'missions'.
- PvP focus.
- PvP helps the war effort.
- Battles lost/won effect lore story.
- Public questing.
- Random events.
- Random invasions.
- Combine character and inventory.
- Players on an event's map will be alerted (event added to their log)
- Players on other maps will recieve a global message.
- A player's faction is there chosen town (chosen at level 10 with their lore path and 'class')
- Depending on the amount of members the faction will get some sort of extra support (e.g. more guards in cities, boss to help)